[Bf-committers] Realistic specularity in the game engine

Kester Maddock Christopher.Maddock.1 at uni.massey.ac.nz
Tue Feb 8 12:41:05 CET 2005


Hi,

This was already in the game engine - it's just commented out for some 
reason...

Kester

On Wednesday 02 February 2005 14:34, Alexander Ewering wrote:
> Hi,
>
> I managed to greatly improve the realism of realtime specularities:
>
> Old: http://pub.intrr.org/spec2.jpg
> (Specs don't move relative to the surface when the viewer moves, extend
> infinitely into the surface)
>
> New: http://pub.intrr.org/spec3.jpg
> (Specs move, no strange extending into the surface, totally
> realistic)
>
> The fix was simple: In the GL init stuff, just do:
>
> float f= 1.0;
> glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &f);
>
> Might be worth including ;-)
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
>
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